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cp_antiquity_RC1

Created 6th February 2011 @ 17:37

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Cloud

.wldcrd!

Having had a run through, this is what I think:

Theme’s brilliant
Map is too damn big, seriously huge
Too many routes to points
Defenders seem to have a massive height advantage over attackers

Sorry I can’t offer anything more constructive

Krimson

Awesome theme, CP3 reminds me of a stage on Dead Ops, if anyones played that. Agree that the areas are a bit too big for 6v6, reminds me a bit of 5gorge. Might be good to try a highlander MNM?

IPZIE

SUAVE

Just tested it with a double mix. This map is very intresting and not too big.

EArkham

Updated (finally!) to B4.

B4 Changes:

* Removed one of the entrances to CP1/CP5
* Additional clipping to several areas
* Reduced size of sideroute from CP2/CP4 to Mid
* Various lighting improvements
* Added skybox
* General aesthetic improvement
* Optimization to compensate for added detail

Screens:

Mid
CP2/CP4

Thanks again for any comments!

Kep


Last edited by EArkham,

Nor

rda

it reminds me of monkey from tfc

minimoose

Too many medium health packs around middle from a very brief look.


Last edited by minimoose,

rAye.

Vuze.
T.

cool, reminds me of that css map

achy

Looks great look forward to testing it!

EArkham

Btw, if anybody records a demo, I’d love a download link. I expect a demo with competitive players will be very different than the demos so far with pub players.

shifty

Sir

Quoted from Nor

it reminds me of monkey from tfc

Yeah, I like the style! Sort out a playtest.

Waebi

‹Con›

I’ll add it to the pickup map list once I’m @home

Biohazard

IDK

Based on screens my 1st thought was: de_aztec :) great stuff, looking forward to pickup on it :)

Waebi

‹Con›

http://mirror2.pixelgaming.eu/pickupdl/afewdemos/
only 1 yet, as only 1 game has been played on that map yet. Hope it helps, will probs get more if people cba to play it.
edit: also, do not watch me, I’m plain shit.


Last edited by Waebi,

doks

Like the map.. the trees can get annoying though :D always run into them while backing up

skeej

(ETF2L Donator)
UbeR |
Fe |

Still quite huge, travel distances are also big. Maybe move up the forward resups. The sideroute from your 2nd to mid could also be made more interesting by making it end up further on mid, instead of almost at the same spot as the doorway parralel to it.

Mid caps too slow, 2nd could be compressed a little (remove the unused dead space), maybe you could give scouts (or even classes without any highjump capability) a way to get to height advantage on mid without taking the indoor slope.


Last edited by skeej,

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